How is AI talent handled for skin pack series w/o their own talent files?

A simple question I’ve occasionally wondered about. If a skin pack includes its own series files but does not include its own talent files, then how does the game go about assigning talent to the AI drivers of the skin pack’s series? Can there be some sort of a “mapping” somewhere that essentially states SkinPackDriverA = BaseGameDiverX ?

As an offline racer, I just wonder if the AI bahavior I see in skin pack series w/o talent files is random or if there is some sort of logic to it.

Making your own talent files is really easy it is just tedious, changing values all the time and checking in game.

Click to expand...

I actually just spent the last while creating my own baseline set of talent files for the F-Ultimate 2017 skin pack from Pebz. For now, they are just transfers of values from the game’s included talent files to what seemed like the best “mappings” for the real world counterparts in the skin pack. That said, I laid out all the values in a spreadsheet and can see that I’ll definitely have some tweaking to do.

Right now I’m just trying to find an up to date resource that explains the attributes in the talent files. They’re actually quite straight forward and easy to judge when you look at all the drivers in a table like I did. The only ones I really have a question about are crash and recovery. Specifically, why the numeric values for these attributes are different than all the others.